public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <ResetMusicBehaviour> .Create(graph, template); ResetMusicBehaviour clone = playable.GetBehaviour(); return(playable); }
// NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties. public override void ProcessFrame(Playable playable, FrameData info, object playerData) { int inputCount = playable.GetInputCount(); for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); ScriptPlayable <ResetMusicBehaviour> inputPlayable = (ScriptPlayable <ResetMusicBehaviour>)playable.GetInput(i); ResetMusicBehaviour input = inputPlayable.GetBehaviour(); if (inputWeight > 0.5f && !input.musicReset) { GMController.instance.SetBkgMusicState(0f); GMController.instance.curiousGuards = 0; GMController.instance.alarmedGuards = 0; input.musicReset = true; } // Use the above variables to process each frame of this playable. } }